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Alpha Edition
WARNING! This is a pre-production version of the core Beyond the Gates of Antares rule set produced for development
purposes. Up until now these rules have only been available to a select number of playtesters in the form of MS Word documents.
Thanks in large part to their valiant efforts, we now feel the rules are ready for the next stage of development.
We are therefore making the Alpha Edition rules available to any willing volunteers who wish to help out by participating in our
playtest program. To become an Alpha playtester all you have to do is sign up via the Beyond the Gates of Antares section of the
Warlord Games website. Please remember, at this stage the game is neither finished nor complete in its scope – though we hope
you will be helping us to do something about that, of which more below.
Rick Priestley, July 2014
So, is there enough combination of troops or terrain. it’s also about confirming what’s already
here to play a game? Remember – this is why we playtest – it’s done and identifying positive aspects of
not about winning or losing! play that could use more emphasis.
The Alpha Edition provides all the rules
you need to play a game using the Anything you are able to contribute is
forces described in the sample armies.
So, what’s next? helpful and appreciated; however, there
As such it includes rules for infantry All you have to do is play games and let is no obligation; we are just as happy for
combat and various support weapons, us know what you think via the Beyond folks to sign up and check out the game
but it does not as yet provide rules for the Gates of Antares Playtester’s Forum for themselves.
vehicles or large machines. on the Warlord website. We’d welcome
any input, but would especially value Will more rules be added?
Why are there no army lists? short battle reports and, if possible, links
We will be adding and tweaking rules
to pictures of games being played, as this
Fixing points values and army lists is all throughout the development period. To
helps to put the game play into context.
part of developing the game, so for now keep up to speed with changes and
we have worked out sample armies for Periodically, we’ll seek input on specific additions for the game you will need to
each of the four main forces described in aspects of play, especially when it check out the Beyond the Gates of
this edition. Players can reduce or add to comes to new rules, scenarios, army Antares Playtesters Forum on the
these by dropping or adding further units development and such like. Remember Warlord website. We will be publishing
to make forces that are smaller or larger. – playtesting isn’t just about finding further playtest rules, errata and other
snags or spotting potential problems – changes, and new forces as they
How do I set up a game? become ready.
A single basic scenario is included just to
give you an idea of how games can be
set up and played, and how to establish Delicate suspensor fields are able to
winners and losers. However, at this give a holographic projection the
stage we are relying on you to work out illusion of reality – replicating the
for yourselves what makes a game weight, texture and touch of an
balanced or exciting. actual object, machine or even living
creature. This common technology is
You will need to be prepared to improvise
used to create graphic interfaces
on occasion and to adjust sides and force
that exist only as projections,
contents to ‘stress test’ the system. Don’t
interfaces that can be readily
expect everything to work perfectly all summoned at will and dismissed
the time– sometimes one side will walk Hansa Nairoba,
Freeborn Mercenary captain when no longer required.
all over the other because of some painted by Calum Barr
Written by Rick Priestley © Copyright Warlord Games Ltd. 2014. Beyond the Gates of Antares, Beyond the Gates of
Antares logo, Algoryn, Boromite, Lavamite, Isorian Shard, Concord, Ghar, NuHu and Freeborn
are trademarks of Warlord Games Ltd. All rights reserved.
Cover Artwork: Phil Moss No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any
form or by any means without the prior written permission of the publisher, nor be otherwise
www.warlordgames.com circulated in any form of binding or cover other than that in which it is published and without a
similar condition being imposed on the subsequent purchaser.
CONSTRUCTION
Only energy-starved and impoverished worlds continue to use the ancient
methods of plastcrete moulding and form extrusion to build material structures.
For the most part, human worlds enjoy a comparable and practically universal
technology that allows almost anything to be built from hyper-core materials and
a nano-field frame structure. Constructor drones build an invisible three-
dimensional field template, which serves as a base upon which hypermats are
fused from HMC cores of various types. Structures miles high can be built in this
way without human involvement, from sky pylons to habitation blocks, aerial
roadways and transmat arrays. Gravity defying structures are commonplace,
internal suspensors holding buildings aloft, and construction is so simple that
unfashionable or tired buildings can be effortlessly remade by reconstructing
their material cores and using the same HMC to build anew.
Alpha Edition 3
Introductory Background
The Seventh Age new species evolved from humans – the encompassing all the many worlds
Humanity has spread throughout space, diverse race of homo pansapiens or connected by the Antarean wormhole
to new worlds and distant galaxies, to ‘pans’. Countless free and independent network.
places and realities undreamt of by our worlds are home to their own human
distant ancestors. Interplanetary populations. Other worlds are part of The Concord
civilisations have flourished and fallen larger inter-stellar societies. These The largest and most powerful
six times over, collapsing and rising widely scattered planets are all civilisation of the Seventh Age is The
anew over countless centuries. connected by means of a vast and Panhuman Concord comprising almost
Humankind’s first home – the planet intricate network of spacial wormholes. a quarter of all the human worlds of
Earth – was destroyed long ago during These wormholes make space travel Antarean space. The ruling elites of this
the forgotten wars of the Prime Imperia. practical, facilitating trade, society are New Humans or NuHu.
Of humanity’s early history, the communication and governance over Hyper-intelligent, tall, and eerily
colonisation of space, and evolution into enormous inter-galactic distances. All androgynous, the NuHu are the
numerous and diverse species, little is known wormholes intersect at one huge undisputed Mandarins of the Panhuman
now remembered. Today is The Seventh nexus, a colossal inter-dimensional Concord. They are very few in number
Age: the last and greatest age of machine that we recognise as the star and spread thinly amongst the vast
humankind. Antares. In reality Antares is no ordinary population of the Concord. What makes
star, but a construct of the archaic and the NuHu different from other humans
long-vanished race known as the
Antarean Space Builders. It is from this unimaginably
is that they have co-evolved with the
No one knows for sure how many sentient integrated machine
huge machine that we derive the intelligence – or IMTel - that controls all
worlds are inhabited by humans and the description Antarean Space – aspects of Concord society. They are its
living symbiotic component,
simultaneously masters and slaves of an
all powerful, benign technocracy. All
worlds of the Concord are encased in a
nanosphere – a cloud of nanorobotic
machines that acts as a universal
medium of communication and micro-
energy transference. By this means
worlds and ultimately the whole
concord is run and directed by the data-
driven machine-minds of the IMTel and
its NuHu Mandarin elite.
The military of the Panhuman Concord
is organised and directed by a branch of
the IMTel called the Concord Combined
Command – otherwise known as CoCom
or more commonly as C3. The Concord
responds to threats against it with
logical ruthlessness, organising and
dispatching heavily armed forces
throughout Antarean space. C3 Strike
Units are recruited amongst all the
varied human worlds that make up the
Concord. Strike troopers are equipped
with heavy-duty plasma weaponry and
protected by hyper-light shielding, the
most advanced weaponry in all of
Antarean space. They are supported by
NuHu agents, and the entire and
considerable resources of the Concord
IMTel.
Introductory Background
Section title 5
Boromite work gang
The Boromite Labour Guilds together by insoluble ties of honour and as happened between the Oszon
The Boromites are an extreme physical obligation. The leaders of these Guilds, Mercantile League and Ky’am
the secret core at the heart of the Freetraders. Feuds between Vardari are
morph amongst panhumans. At some
extended clan, are aged and much deeply felt family affairs and matters of
time in the past their ancestors were
feared matriarchs. Amongst Boromites honour that can last for generations.
bio-adapted to live and work upon
it is the womenfolk who head up the Relationships between the different
asteroids with thin atmospheres, low
families and whose word is law. In some households are complex and are often
gravity and extreme temperatures. They
respects Boromite Guilds have all the settled by intermarriage between ruling
are able to endure hostile environments
hallmarks of organised criminal gangs, families - political arrangements made
more easily than any other human, and
and are behind many of the subversive between one Vardo and another.
are amongst the toughest and most
activities throughout Antarean space.
unusual looking of all the countless The Freeborn don’t just deal in
Rival Guilds sometimes get involved in
human morphs. They have thick, gnarly commodities and knowledge, they also
turf wars. Vendettas between old
hides covered in horny nodules. deal in human services – and most
enemies can last for generations, but all
Boromites originated in the mining specifically they hire armed troops to
will close ranks in the face of a common
colonies of Borom where a rocky anyone willing to pay for them. These
foe – which is pretty much everyone else
asteroid belt extends around the as far as the Boromites are concerned. mercenary soldiers can be Freeborn
system’s star in lieu of other planets. Their hardiness and determination retainers, but often they are troops
Today the Boromites have spread make them highly valued mercenary purposefully recruited, trained and
through Antarean space and live upon fighters. Boromite gangers can be equipped by the Freeborn from
many worlds within the Panhuman armed in almost any fashion, but they amongst the more primitive worlds of
Concord, the Isorian Shard, and beyond. uniquely make use of weapons the Determinate and the Spill. Freeborn
They have no permanent settled worlds developed from mining tools including have access to all the weapons and
of their own, but form an itinerant work mass compactors and frag borers. armour of Antarean space, but, with an
force with a strong cultural identity and Reflex shielding is common and the eye to cost and practicality, tend to
secretive customs based upon their metallic nodes that support the reflex favour mag guns and reflex shielding as
many Guilds. They avoid becoming armour field are often fixed directly into basic equipment. Of course, amongst
absorbed into the societies they live the wearer’s thick hide. the ruling family and their close relatives
amongst because they are almost anything goes, from expensively re-
invisible to the sharded IMTels of The Freeborn sharded Isorian phase armour to
societies such as the Concord and compression carbines and all manner of
Isorians. They remain almost entirely The Freeborn are the greatest alien exotica.
apart from regular society, a reclusive, merchants and traders of Antarean
space, whose fleets maintain a free-flow
insular and self-governing sub-culture
of commodities and technology
The Ghar Empire
wherever they happen to be.
between human worlds and beyond. The Ghar live only for battle and
Although they are spread throughout Freeborn ships travel easily between conquest, expending their entire
Antarean space, Boromites maintain antagonistic societies such as the Isorian energies on war and enslaving other
strong contacts with each other via the Shard and Panhuman Concord, the Ghar human species they defeat. This savage
trading networks of the Freeborn. and Algoryn, and so forth. Although the race is descended from genetically
Boromite labour gangs are but one of Freeborn maintain a few hidden worlds adapted slave soldiers, though when or
the many human services traded by the as bases and warehouses, they stand why they were created is a mystery. The
Vardos. Occasionally, Guilds will band aside and apart from other human Ghar themselves have little interest in
together to fight, most likely to secure societies, recognising no masters but such matters. They rule over a sizeable
some mineral rich planet or scavenge the lord of their own household – or empire that borders against the Algoryn
some lucrative wreck or abandoned Vardo. The Vardo is a vast fleet that plies Prosperate, with whom they have been
facility. Boromite forces are based upon its trade between groups of worlds. The at war for many centuries. Neither the
their work gangs, generally speaking ownership of these trade routes is in Panhuman Concord nor Isorian Shard
extended families, which belong to part hereditary and the source of every have ever taken much interest in the
competing labour Guilds. Guilds are Vardo’s wealth. When routes become Ghar, possibly because Ghart culture is
organised for self-protection and held contested, rival Freeborn will go to war, relatively primitive. Ghart worlds are
Introductory Background 7
Core Game Rules
This is a new core version of the Antares ranges proportionately if you have a develop the game further each force will
rules system designed to serve as an sufficiently large playing surface to acquire unique features and more
introduction to the full rules set and as a accommodate doing so. variety as you might expect. These are
taster of how the game works. It does included at the back of this rule set (see
not include rules for everything ARMIES page 40).
envisaged in the full game, vehicles and This core rule set doesn’t include full
buildings for example, but it will prove army lists, force selectors or points FORMATIONS
sufficient to play a basic game using the values. Instead I’ve worked out a Each player’s army comprises a number
sample forces described. Note that the number of pre-selected sample forces. of infantry squads and weapon teams
game has been considerably developed They are quite basic at this stage. As we plus a commander.
compared to the version that originally
appeared on the Dark Space Corp
website. This new version utilises some An infantry squad usually comprises between five and ten models
of Warlord Games’ Bolt Action
mechanics, which many readers may be
familiar with already.
INTRODUCTION
I’m not going to write much about how
to measure distances, throw dice, brew
a decent cup of tea or any other
essentials of how to play a wargame.
For this core version of the game, I will
assume that the reader is familiar
enough with how wargames are played.
PIN MARKERS
Pin markers are placed next to units
when they are hit by enemy fire to
show that they are 'pinned', and in
other circumstances to indicate
exhaustion or confusion. This reduces a
unit’s ability to respond to orders, to
shoot accurately, and to react to
enemy actions. A variety of pin
markers are available from Warlord
Games, or players can improvise and
make their own from card chits, etc.
Unit Ag Acc Str Res Init Co Special Hand weapons are pistols and other
weapons held in one hand, including
Human 5 5 5 5 7 8 -
close combat weapons, such as the
lectro-lash or tractor maul and wrist or
forearm mounted weapons, such as
Agility (Ag). The Agility stat is used Initiative (Init). The Initiative stat is X-slingers. This category also includes
when making tests for movement and used when making unit reactions to weapons sub-mounted to larger
especially when moving through dense determine if a unit can react or not. weapons, which can also include
hard going terrain.
Command (Co). The Command stat is X-slingers, for example.
Accuracy (Acc). The Accuracy stat is used when testing to receive orders, and Standard weapons are weapons of
used when shooting with a weapon to is a combined measure of training, team carbine and rifle type that require two
determine if a shot hits. cohesion and individual courage. The hands to operate effectively. Most of
Strength (Str). The Strength stat is used higher the Command stat the greater is our troops carry standard weapons of
when fighting hand-to-hand combat to the chance a unit acts upon its orders. one kind or another, most commonly
determine if a strike scores a hit. Special (Sp). The column at the end of plasma carbines or mag-guns.
Resist (Res). The Resist stat is used when the stat-line indicates any special rules Support weapons are weapons that
working out the result of enemy attacks: that apply to that unit or individual. have a crew of two but which are light
the higher the value the better the Note that there is no fixed minimum or enough to keep pace with troops armed
chance of avoiding damage or death. maximum for stat values. However, in with standard weapons. For example, a
practically all cases, tests made against plasma cannon.
stats will succeed on a roll of a 1 and fail Heavy weapons are weapons that have
on a 10 regardless of the value tested a crew of at least three and which need
The Algoryn military is one of the
against. This is an important rule, and it to be set-up and stationary to operate.
most efficient and effective fighting
forces in the entirety of Antarean is repeated throughout the text where I These weapons usually have very long
Space. The whole of Algoryn society thought it helpful to do so. There are a ranges and are likely to be extremely
is geared for war and survival in a few variations on this idea, but let us powerful. For example, a fractal
hostile universe. begin with the assumption that it is a bombard.
general rule.
Ambush
The unit does not move or shoot.
Instead, the unit maintains its position
and waits for the enemy to approach.
See the rules for Reactions on page 29.
Rally
Maximum Pins take an order test to see if the order is
The unit does not move or shoot. acted upon. Roll a D10 and compare the
Instead, the unit rests, pauses for If at any time a unit has pin markers
equal to or greater than its original result with the unit’s command stat
breath, and regroups ready for the modified for pins as described above
following turn. See the rules for Pinned command stat, it is automatically
destroyed. This normally happens (i.e. –1 per pin).
Units below.
immediately, but in the case of hand-to- If the D10 result is equal or lower than
Down hand fighting it happens once both sides the unit’s modified command value, the
have fought. The unit’s will to fight has unit passes the test. A unit that passes
The unit does not move or shoot. been crushed. The unit flees from the an order test discards one pin marker,
Instead, the troops hit the dirt and keep scene in blind panic, without any and then executes the order it has been
their heads down as far as possible, thought but escape. Remove the unit in given. This represents the unit pulling
making maximum use of whatever the same way as if enemy shooting had itself together before acting upon its
cover is available. This affects the rules destroyed it. instructions.
for shooting in particular (see page 17).
If the D10 roll is higher than the unit’s
Effect of Pinning modified command value, the test is
PINNED UNITS
Each pin marker on a unit imposes a failed. A unit that fails its order test
Normally, units make the action you penalty of –1 on the unit’s command, discards one pin marker, and then
order them to make automatically, initiative and accuracy stats. Command makes a down action rather than the
without any test required. However, is discussed below. order intended. Rotate the order dice to
troops become less reliable under fire show that the unit has gone down. This
and as they become exhausted, in which Command is tested to decide if a pinned
unit acts on its orders. It is also used to represents the unit pausing to catch its
case it is possible they will fail to act as breath and recover its collective wits
you wish. This is represented by the determine if a down unit recovers at the
end of the turn, and – in some instead of doing what you wanted.
rules for pins. Pinned units are indicated
by one or more pin markers placed next circumstances – to work out if a depleted If the test is failed and the D10 roll is a
to or behind the affected unit. The more unit breaks. If a unit has a command stat natural 10 we make a special case. On a
pin markers a unit has, the harder it will of 8, and it has two pin markers on it, its roll of a 10 the test is still failed, and the
be for it to fulfil its order. command value is reduced to 6. If it has unit still goes down, but no pin marker is
five pin markers its command value is removed. The unit has fallen into
Pin Markers reduced to 3, and so on. momentary confusion and so retains all
Initiative affects a unit’s ability to make of its pin markers.
Units acquire pin markers during the
course of play, representing a reactions, whilst accuracy affects a unit’s
combination of fatigue and stress. Pin chances of hitting a target with Designer’s Note:
markers are gained when: shooting. We’ll deal with both of these
later in the appropriate rules sections. The above is a significant rules
• A unit is shot at and hit by an enemy For now we are concerned only with change over Bolt Action in that units
unit. See page 22. how pins affect orders. remove a pin marker when given an
order rather than when they pass an
• A unit takes casualties in hand-to- order. I have made this change
hand fighting. See page 27. Order Tests because down units now have to test
• A unit makes a sprint move and A unit that is not pinned acts upon any to recover their order dice, which
becomes exhausted. See page 15. order it receives automatically. The means they otherwise face a double
order dice is placed next to the unit. The whammy on top of their pins.
• A unit attempts to react to the enemy corresponding action is carried out
and fails to do so. See page 29. without any need to take an order test. The new rule is that you remove a pin
every time you give a unit an order
By far the most common ‘pin’ situation If a unit has one or more pin markers it is whether it is passed or not – unless
is where a unit is shot at and hit by an pinned and cannot act upon its order you roll a 10. If you roll a 10 you don’t
enemy unit. Indeed, one of the automatically. After placing the order lose a pin marker. This keeps things
objectives of shooting is to pin a target dice next to the unit, the player must interesting.
to reduce its fighting effectiveness.
Areas of terrain such as this patch of jungle must be delineated either by a base or by bounding scenery arranged around its edge
X Designer’s note.
Generally speaking, distances
between models are always
In the example above the purple unit is occupying dense woodland – this cancels out a measured base edge to base edge as
shooter’s ability to draw a clear shot over one intervening light terrain area. The red this is the easiest and most intuitive
shooters can draw a line of fire into the woodland because there is no intervening terrain. method. It is what most players will
The yellow unit cannot draw a clear shot because of the intervening area of light terrain. In do naturally. The main reason we
both cases the reverse is also true, purple can draw a clear shot at red but not at yellow.
resort to centre-to-centre for
working out line of sight is because
this avoids confusion caused by
Where exactly do I draw a line of sight from? different base sizes, in particular
Our models are often different sizes and shapes, and base sizes may vary in some when it comes to very large or wildly
cases. So, when drawing a straight line from a shooter to a target to determine if animated models. In practice it is
there is a clear shot, we draw a line from the centre of the shooter’s base to the rarely necessary to be quite so
centre of the target’s base. In practice, it is usually obvious enough whether a exacting, and players are encouraged
model has a clear shot or not, but if in doubt apply the ‘centre-to-centre’ rule. to decide these things for themselves
In the case of support and heavy weapons, where the weapon itself is being fired, where this is agreeable; however, this
draw the line of sight from the centre of the actual weapon model. This makes precise approach provides us with a
more sense because the models in the team are acting as crew. more finely tuned method for those
occasions that call for it.
Allocate Hits
Each hit scored must be allocated to an individual model Designers note.
within the target unit. Hits must always be spread as evenly as Bear in mind that when allocating hits we don’t worry
possible amongst viable targets within the unit. Take all the whether an individual shooter has a clear shot to an
dice that have scored hits and place them next to individual individual model – only that the shooter has a clear shot to
models to show which have been hit. the unit as a whole (i.e. to at least one model in the unit).
As a result a shooter can theoretically hit a model he
Hits can only be allocated to models that the enemy has a
doesn’t have a clear individual shot to. This saves worrying
clear shot to. However, once a model has been allocated a hit,
about exactly which shooters are firing at which individual
other shots can pass though it and hit models behind. In other
models - not unreasonable when you consider that in
words, once a model has a hit allocated to it, it doesn’t block
reality the combatants are not frozen in time but
further shots, and models behind it become clear targets. If
constantly in motion and shooting as opportunity permits.
there are no clear shots to a model at all it cannot be hit and
no hits are allocated to it.
attacked! Within the automated defence League. Here was a world that lay close willing retainers of the Oszon Vardo. This
field of Antares such blatant hostility is a upon the edge of the Algoryn Prosperate servitude was itself a distinction within the
risky affair. The feud between the two but hidden away, an unseen and society of the Freeborn, where the
great vardos was a matter of honour that unsuspected salient that would make the patronage of a great household was
brooked no prevarication. Having ideal secret base for Oszoni operations considered no small honour. The Oszoni
launched a dozen drones laden with fusion into the Prosperate. Not only that, but a found the Mhagris useful workmen, strong
bombs towards the lumbering Ky’am small fleet based upon Mhagris would be and hardy human stock– inured to the
vessels, the Oszoni found themselves able to mount a watch upon Ky’am activity scorching deserts and thin atmosphere of
caught by the guardian forces and around the nearby gates. It was too good a their home world. Mhagris warriors made
scattered, but one craft was hurled down chance to pass up on. Over the following good fighters too, and many soon found
into the photosphere of Antares –deep years the Oszoni carefully built up an themselves recruited into the forces of the
below the high strata of gateways. Such a advance supply base on Mhagris and Mercantile League, battling throughout its
manoeuvre spelled almost certain disaster, gradually extended the range and size of wide commercial empire. If trade and
but fortunately for this particular vessel, their commercial fleets. As the Oszoni commerce were the lifeblood of the Vardo
just as its solar shielding began to fail, a grew more powerful the Ky’am were then warfare was one of its major arteries
gateway yawned before it. It was a small forced to abandon many of the coveted – its mercenary armies for hire to the
gateway deep below the regular strata, routes the two houses had fought over for highest bidder. Local wars in the
and so close to the surface of Antares it so long. At last, with the signing of the Determinate filled the Oszoni coffers, with
was almost completely hidden within the Oszon-Algoryn Trade Treaty, the Ky’am the fierce Mhagris soon earning a
churning photosphere. In the fractions of a were finally eliminated from the reputation that brought wealth and
second it took for the ship’s native Prosperate trade routes altogether. honour to the Vardo. With the wars
intelligence to recognise the wormhole its For the Mhagris themselves, the arrival of between the Prosperate and Ghar Empire
systems locked to it, and the gateway the Oszon Mercantile fleets opened up continuing to threaten the Algoryn worlds
plucked the Oszoni craft from destruction. opportunities they could never have – not to mention Oszon commerce – many
To an observer in what remained of the dreamed of. If some of the population Mhagris were hired to the Prosperate to
Ky’am convoy it must have appeared that were hostile at first the Oszoni soon won fight alongside Algoryn troops. All in all
their enemy had fallen into Antares and them over, easily eradicating those few the Oszoni are very happy to extend the
perished. But it was not so. too stubborn to appreciate their good patronage of the Vardo to the people of
The discovery of Mhagris by the battered fortune. And although the native Mhagris Mhagris, whose world is now home to one
Oszoni ship offered an unforeseen could never claim the distinction of being of the most powerful, and most secret,
opportunity to the Oszon Mercantile true Freeborn – nevertheless they become Oszon bases in all the Spill.
Basic Armoury 33
compression shell take the protective up to a maximum value of 5 for a Fractal
Anti-Gravity or AG devices are shell down automatically without causing Cannon (support) and 10 for a Fractal
personal suspensor field generators damage (see page 36. Bombard (heavy). So, the first hit upon a
that allow an individual to hover or stationary target from a Fractal Cannon
float through the air, or descend a Compression guns have a minimum
would be with SV 2, the second SV 3, the
sheer drop in safety. AG is another range of 10”. They cannot be used to
forth SV 4 and so on, up to the maximum
benefit of graviton manipulation shoot at targets under this range.
technology – the same advanced value of 5.
Remember, range is always measured
Builder technology that lies at the unit to unit, even if the actual distance
heart of hyper-compression and between a model carrying a compression SPECIAL MUNITIONS
suspensors. gun and its target is greater than 10”, PACKAGES
shooting is not allowed if the opposing
units are at less than 10” range. This Magnetic launchers
TEAM WEAPONS AND CREWS
range restriction is especially significant An X-launcher is a portable magnetic
Weapons teams comprise a weapon during an assault. For this reason troops launcher that hurls explosive missiles,
plus crew. The number of crewmen armed with compression guns often carry bombs or special munitions packages,
needed to operate a weapon at full additional hand weapons as a back up. such as Arc, Blur, Scramble, Scoot and
effectiveness is two for a support Grip. Only Support X-launchers, Heavy X-
weapon and three for a heavy weapon. The strike value (SV) of a compression
Howitzers and Heavy Mag Mortars can
A team can include more crew than are gun varies depending upon the range to
use these Special Munitions packages.
necessary to operate a weapon, in which the target. Remember, as with minimum
Micro X-launchers and X-slingers can only
case any additional crew can fight with range, the distance is always measured
use standard Blast ammo.
whatever weapons they carry. unit to unit and not between individual
models. The SV is shown as
If the number of crew falls below that effective/long/extreme, e.g. 2/1/0 = Shooting Special Munitions
needed to operate a weapon at full effective 2, long 1, extreme 0. Because many special munitions affect
effectiveness then it suffers penalties to an area of ground, rather than an enemy
its Ag tests for crossing terrain, and it Mass Compactors are a type of unit, the target can be any point on the
suffers penalties to its Acc when compression tool used by Boromites as a battlefield. Work out where the shot
shooting. A weapon needs at least one weapon. They are adapted to work at lands using a shot marker rather than the
crewman to operate it, and if all crew short ranges and so don’t have the overhead template. If the munitions
are killed the weapon itself is minimum range of other compression package has a radius of effect, as many
automatically removed as a casualty. weapons; however, their maximum do, this radius is measured from the
range is very limited. See the Boromite centre of the marker.
WEAPON DRONES force list.
Scrambler (kinetic field dispersant).
A support or heavy weapon drone can Fractal Guns Scrambler, or scramble shot, affects
sometimes comprise a single unit on its kinetic field defences such as reflex
own, in which case the drone plus any Fractal Guns are large, mechanically
armour, synker shields and batter drones.
attendant buddy drones forms a unit. complex, crewed support or heavy
If a scramble shot lands within 3” radius
See the rules for Drones on page 37. weapons. They are mostly used in urban
of a batter drone then its shield is
warfare and are primarily designed for
rendered ineffective whilst the scrambler
FURTHER SPECIAL taking out stationary targets such as
works and the batter drone remains
emplacements, buildings, and fixed
WEAPON RULES installations, for example a Transmat
within 3” of it. If a scramble shot lands
within the bounds of a synker shield then
array.
Plasma Carbines the shield is rendered ineffective whilst
Plasma carbines have two shooting Once a Fractal gun hits its target it locks the scrambler works works, i.e. if the
modes: a single focussed shot and on. So long as the Fractal gun receives a centre of the marker lands within the
scatter. The first represents a short burst Fire order each turn, and so long as the bounds of the field. If a scramble shot
and the second a series of rapid bursts. target does not move, the Fractal gun lands within 3” of a unit armoured with
A unit that is given a fire order can use will automatically hit the same target reflex armour, the reflex armour of the
either mode, but all the models in the each time it shoots. If either shooter or entire unit is rendered ineffective whilst
unit armed with plasma carbines must target move, or if the Fractal gun any model in the unit is within 3” radius
use the same mode. A unit given an changes its order to anything other than of the working scrambler. At the end of
advance order can only shoot a single Fire – either voluntarily or otherwise – the turn roll a dice – on a 1-5 the
shot. then it must roll ‘to hit’ its target once scrambler has no further effect – on a 6-
more. 10 it continues to have an effect.
Compression Guns Fractal guns have a strike value (SV) Arc (point defence energy sink). Arc
Compression guns feed off mass and so expressed as a basic value plus a bonus, attracts the fire of weapons drawing a
ignore occupied cover modifiers for Res. e.g. 2+1. The basic value is the value line of sight within 3” radius of it. Any
When calculating damage from generally used. If the fractal gun shot that must draw LOS within 3” of the
compression guns disregard Resist continues to auto-hit the same target as arc to hit its target must roll a D10 – and
modifiers for occupied cover. Also, described above, add the bonus to the SV must score 1-5 to bypass the arc. Any
Compression guns that score a hit on a for each additional time the weapon fires shot rolling 6-10 is diverted and has no
Basic Armoury 35
physical objects as well as energy-based been scored and before hits are Compression weapons automatically
weapons. Reflex shields are vulnerable allocated, declaring whether he is bring compression shells down if they hit.
to scrambler (kinetic field dispersant) – boosting to +3 or +4. Note that the shooting unit causes no
see Scrambler. further damage, not even if it includes
If the unit’s armour is boosted to +3 it
shooters armed with other types of
Troops equipped with reflex shields add gains one additional pin marker as a
weapons. As before, if the target is a unit
+1 to their resist (Res) stat. result of being hit (2 in total). If the
the shell is automatically re-established
unit’s armour is boosted to +4 it gains
the next time the unit passes an order
Hyper-light Shield (HL or HLS) +D3 additional pins as a result of being
test and makes an action.
Hyper-light shielding recognises the hit (2-4 in total). Extra pin markers
energy signature of incoming attacks represent the additional time the unit As you will have gathered, it is
and projects a specific, focused counter must spend phased out. impossible to damage a unit protected
against it. The more distant or slower by a compression shell by shooting with
the attack, the more effectively hyper- Compression shell a single unit – regardless of the number
light shielding is able to identify and A compression shell is a kind of of individual weapons fired. A target can
defend against it. Hyper-light shielding suspended hyper-compression field that only be damaged once the compression
is the standard armour worn by Concord is capable of neutralising any kind of shell has been brought down.
military units. attack. However, it can only be used Compression shells around installations,
where the bounded surface is a hard buildings and other features that are not
At ranges of up to 10” a hyper-light
casement, and there is a limit to the units are usually down for good once
shield adds +1 to the target’s Res.
effective size of the protective shell. It is they are taken out. This is the default
Remember, range is measured unit to
commonly used to protect static weapon rule. However, we may wish to allow
unit, and it is this range that counts
drones – but also some kinds of vehicles compression shells to reactivate in some
when calculating these values. This
and small installations. It can be used to scenarios or circumstances – for
includes all point blank firing from
protect men inside hardened casements, example, with a dice roll made at the
assaults and hand-to-hand fighting, and
but the trade off against mobility makes end of the turn. This is something that
any reaction shooting against assaults
it impractical as battle armour. will be covered in individual scenarios.
at up to 10”.
A target protected by a compression
At ranges of greater than 10” a hyper- Synker Shields
shell cannot be damaged unless the
light shield adds +2 to the target’s Res.
protective shell is brought down first. A Synchronised Kinetic Energy Shield –
Against any weapon that has a blast When a unit shoots at a target protected more conveniently known as a synker
effect – regardless of range – hyper-light by a compression shell, or strikes it in shield – is a point defence field,
shielding adds +3 to the target’s Res. HL hand-to-hand fighting, total up the generally used to protect buildings and
shields are very effective against blast number of hits and roll a D10 for every hit similar static positions. Its energy field is
damage. scored. To bring down the compression ‘synchronised’ to the structure it is
shell you must roll at least one ‘1’ – any designed to protect, but the protection
Phase-armour score of 2-10 fails to affect the shell. If the extends to units within or upon the
Phase-armour desynchronises the shell is taken down the attacking unit structure. The synker shield is the same
wearer’s position in real-space isolating inflicts no damage – the shell absorbs all type of kinetic energy defence as a
the target from harm, but must then the damage that would be caused by all batter shield, and it works in a similar
resynchronise for the wearer to interact the attack/s. However, the shell is way in the game (see Batter Drones on
with the environment. In practice, the rendered ineffective from that point on, page 37). The difference is that a batter
phase field is in constant flux, and to be unless the target is a unit, in which case shield is mobile and covers a specific
most effective the wearer must expand the shell is automatically re-established arc, whilst a synker shield is static and
the length of time phased out, reducing the next time the unit passes an order encloses an area.
the overall amount of active time. This test and makes an action.
technology is currently unique to the
Isorians – but captured or traded
armours are highly prized throughout
Antarean space. ARMOURS SUMMARY
Armour Type Modifer
During an assault, phase-armour adds +1
to the target’s Res at all stages, including Reflex Shield +1 Res
any reaction shooting, point-blank Hyper-light
shooting and hand-to-hand fighting that Shield +1 Res up to 10”, otherwise +2, +3 against blast hits
takes place as part of an assault. Phase
In other situations phase-armour adds Armour +1 Res in Assaults otherwise +2 OR +3/+4 and +1/D3 pins
+2 to the target’s Res. However, the Compression
player can choose to increase this to +3 shell Nullifies all damage. Taken out on a 1 or by compo weapons
or +4 for the whole unit if it is shot at Synker field -2 Acc against individuals within field boundary
and any hits are scored. The player must
declare he is doing this once hits have
Basic Armoury 37
For a downloadable version of this Batter Drone template visit:
www.gatesofantares.com
drone, with no part of the shield more Note that if a medi-drone is hit with a over the ground. Rules for weapon
than 5” from the drone model. The shield bull’s eye then it is removed once all fire drones are given below.
is repositioned whenever the drone has been resolved, as is the standard rule
Tractor drones are industrial drones
moves, and the shield can also be for buddy drones. This means it can
equipped with powerful suspensors that
repositioned whenever the unit is given function as normal during that round of
can be used to manipulate heavy
an order, regardless of whether the order shooting, but is removed once shooting
cargoes or construction materials or
is successful or whether the order results has been resolved.
grab, pull and smash apart buildings or
in movement – e.g. if it makes a fire or
When it comes to re-rolls of Res results, terrain.
rally action.
we will make a general rule as follows:
Transporter drones are the equivalents of
The batter shield presents no you can never re-roll a result that has
carriers, cars and buses and fulfil the
impediment to sight or movement, so already been re-rolled. In other words,
same functions as conventional
troops can take a clear shot through it regardless of the number of re-rolls you
transports. Although these have a role to
as if it were not there. However, it might be allowed from different sources,
play in our games we’ll come back to
counts the same way as intervening you can only re-roll a single failed Res roll
transporters when we develop the full
terrain for purposes of modifying an once. This is important because leader
rules for vehicles.
enemy’s Acc roll to hit – with a –2 to hit models are also allowed re-rolls in some
modifier. This is in addition to any actual cases (see Sample Armies page 40). Autonomous drones have stats the same
intervening terrain modifiers that might way as living troops.
apply. Two or more batter shields can AUTONOMOUS DRONES
potentially overlap, but the Acc modifier There are many kinds of autonomous DRONE MOVEMENT
is always –2. Batter shields and drones in the Antarean universe and they For purposes of this basic version of the
stationary synker fields may also are a common feature of everyday life on Beyond the Gates of Antares game,
overlap, but once again the modifier is most worlds. Drones are individual autonomous drones are either treated
always –2. Combined kinetic shields do sentient machines with distinct exactly like other humanoids for
not give a cumulative modifier. personalities, but their characters are movement if they are humanoid
Although models can theoretically be predisposed to develop within broad androids, or are assumed to be
positioned within the template area of parameters set at the time of their propelled by suspensors: effectively
the batter shield, such models are not manufacture. For example, fighting allowing them to float and hover
protected by it – in this case the shield is drones will be naturally bellicose and through the air. The following rules
no longer ‘intervening’ terrain. lacking in imagination compared to an apply to the hovering kind of weapon
architectural drone or a drone built to drone.
Note that this Acc modifier does not play music or perform dance. All drones
affect shots made from behind the inner Weapon drones move at the same rate
have a sense of self-preservation and are
concave side of the batter shield. The as ordinary troops (5” for an advance
capable of feeling fear, elation and
protected unit, and units behind it, can and 10” for a run – they cannot sprint).
excitement. However, in drones built for
shoot through the shield without penalty. Because they float above obstacles and
combat these tendencies are secondary
other terrain, they can move over low
compared to a sense of duty and martial
MEDI-DRONES obstacles and hard going terrain
honour. Despite this, experience affects
features up to 2” in height without
A medi-drone is a mobile medical unit drones just as much as people, and
making an Ag test and without penalty
that is able to administer immediate care individual drones can be brave or
to their move distance. Taller terrain
to the wounded. aggressive, or timid and fearful,
features, including building walls, can be
sometimes to the extent that they have
If a unit has a medi-drone then it can re- crossed by drones as if they were
to be reassigned to different roles.
roll one failed Res test each time it is shot infantry crossing hard going terrain with
at, fights hand-to-hand, or otherwise Weapon drones designed to carry one or no Ag modifier, regardless of what the
suffers damage. This re-roll can be used more weapons – usually a support or terrain’s usual Ag modifier might be.
by any member of the unit. Just take the heavy weapon. Weapon drones do not
Unless they have gone down, drones
test again. If the test is passed the medi- require a crew to operate them. They are
cannot claim modifiers to Acc from
drone has done its job and the individual completely autonomous sentient drones.
intervening terrain because they float
is saved to fight on. If the test is failed the Most weapon drones are mounted onto a
above it, or from cover they are
individual is past help. suspensor bed that allows them to float
within/behind for Res for the same
Basic Armoury 39
Sample Armies
These sample armies are included to two standard infantry squads and a INFANTRY UNIT LEADERS
give some idea of what a typical force support team. If you want to field bigger All of the infantry units in these sample
might look like as well as for purposes of forces simply add more units in the armies include a specific leader model. In
establishing basic forces for play testing same way. some cases the leader model has the
purposes. These sample armies will be same stats as the rest of his unit, and in
superseded by more complete lists in STATS other cases he has a command and/or
due time; these will allow for more unit The stats as given do not include any Initiative stat that is +1 higher. This
choice, varying sizes of units, and points bonuses from armour or equipment – reflects the difference between very
values – as one might expect. The which will often vary according to highly trained or experienced units,
armies are based upon the models so far circumstance. So, a Concord Strike which have a higher value throughout,
completed in the case of Boromites and trooper with a Res 5 and HL armour will and other units, where the leader has a
Algoryn, and projected outline design enjoy a Res value of 7 in most situations higher value than his troops. Because the
plans for the remaining ranges. (Res +2) before other modifiers are higher value is always used when making
Inevitably these will change as we taken into account. unit tests, units where the leader has a
develop the game, and we will be higher value will become less effective if
adding further unique and more unusual Note that Targeter Probes have been
the leader is killed. In the case of units
units to every force over time. With that given a command value of 10. Although
that have a higher value throughout, the
in mind, players are encouraged to they don’t suffer pins, and therefore
loss of the leader won’t affect the unit’s
adjust, embellish and combine the don’t normally need to test command,
stats; any trooper can step into the
sample armies to gain a better idea of there are some situations that call for it.
leadership role, albeit without the special
the relative strengths and qualities of For example, in some scenarios a
leader rule given below.
different forces. command test is required when
entering the table. Unit leaders don’t get to be in charge
The number of models in each force without knowing a thing or two, and to
should not prove too daunting a
proposition to anyone contemplating CHARACTER RULES reflect their greater experience,
motivation and effectiveness we have a
building an army or using ‘proxies’ from In order to present playable armies we
special leader rule. Where this applies it
an existing collection. If you want to have to jump ahead of ourselves a little
is indicated on the model’s stat line. If a
start with smaller forces simply drop out with special rules for unit leaders and
leader model fails a Res test, instead of
an equal number of units of comparable individual models, as these are not
becoming a casualty re-roll the test, and
types from each force: for example drop otherwise included in the Antares basic
the model is only a casualty if this
ruleset. These are summarised below.
COMMAND the regular manner. Bear in mind, a unit individual NuHu. It exudes a cloud of
A command unit is led by a commander that has pins can’t be given an order in nanites that act as a permeable
model. Commanders always have one or this way, and a unit that already has an forcefield, armour, and potentially as a
both of the command and/or hero order can’t be given an order in this way weapon. A NuHu protected by a
special rules, as indicated on their stat either. It doesn’t matter whether the nanodrone has the bonuses indicated
line. Some commanders also have the command unit itself has pins or not, as below.
action special rule, which enables them these will affect its ability to make a
to motivate other units nearly. In The following bonuses apply to the
successful order test in the first place.
addition, all commanders have a version NuHu so long as the nanodrone remains
The advantage is that units act when you
of the leader rule that enables them to part of the command unit. If the
want them to, all at once, in a
re-roll failed Res tests. nanodrone is destroyed these bonuses
coordinated way. Note that a unit acting
no longer apply.
Command. If the commander model is in this way has to be given the same
within 5” of another friendly unit, that order as the command unit, so it makes Attack (shoot). The nanites generate a
unit can use his command stat rather the same action – i.e. run, fire, advance, condensed energy bolt – treated as a
than its own. Where two or more and so on. Otherwise, it is free to act as it single shot with strike value of 3 and
commanders can potentially do this, use otherwise would if given the same order range of 10”. Optionally – strike value 6
the highest value. independently. Similarly, each unit is and range can be boosted to 20” but the
making a separate action; so enemy units nanodrone is then temporarily
Hero. If the commander model is within can potentially react to each unit in turn. exhausted and bonuses cease to apply
5” of another friendly unit, that unit can In all respects, this is exactly as if the until the unit is given its next order.
use his initiative stat rather than its own. order dice had been drawn from the dice
Where two or more commanders can Deflect. The nanites generate a
bag and units activated one after the
potentially do this, use the highest value. defensive shell around the NuHu,
other in the regular way.
increasing the individual’s Res value by
Action. If the commander model makes Leader. All commanders have the leader +3. Optionally – the Res value can be
any action then, in addition to his own rule as already explained for unit leaders. boosted to +6 for the remainder of the
unit making the appropriate action, any However, instead of only being allowed turn, but the nanodrone is then
friendly unit/s within 5” of the to re-roll one hit at once, a commander temporarily exhausted and bonuses
commander, and which does not already can re-roll either 2 or 3 hits at a time. cease to apply until the unit is given its
have an order, and which has no pins, can Note that this is 2 or 3 separate hits – not next order.
make the same action assuming it is able the same hit 2 or 3 times! So, if a
to do so. Take an order dice out of the Grapple (hand-to-hand). The nanites
commander with 3 re-rolls takes 3 hits
dice bag for each unit making an action energise around the NuHu forming a
from enemy shooting, each Res test can
and place them aside to begin with. The deadly sheath of power. This increases
be re-rolled once, but if the commander
command unit must make its action first, the NuHu’s Str and/or Ag by +3.
only suffers 1 hit he can only make 1 re-
so take one order dice, activate the Optionally – Str and/or Ag can be
roll. This value is included on the stat line
command unit and work out its action in boosted to +6 for the remainder of the
as leader 2 or leader 3.
full. Other units follow one after the turn, but the nanodrone is then
other, one at a time, in whatever temporarily exhausted and bonuses
NANODRONES cease to apply until the unit is given its
sequence the player wishes. Each unit
goes one at a time, just as if you had A nanodrone is a special kind of buddy next order.
drawn the order dice from the dice bag in drone keyed to the brain patterns of an
Sample Armies 41
ALGORYN ARMOURED INFANTRY COMPANY
The Algoryn have been engaged in almost constant warfare against the Ghar for hundreds of years and their military forces are
amongst the most battle-hardened troops in all Antarean space. Algoryn are amongst the toughest and most hardy of all
humans and the Armoured Infantry (AI) are the elite of their forces.
3 x ALGORYN AI SQUADS
2 x TARGETER PROBES
Targeter Probe Ag Acc Str Res Init Co Special
1 x Targeter Probe - - - 5 - 10 -
Sample Armies 43
BOROMITE LABOUR GUILD
The Boromites can be found throughout
Antarean space. They form a specialised
work force adapted to hard and dangerous BOROMITE WEAPONS
tasks in hostile environments. Itinerant and
naturally insular, they have no organised Type of Range Strike Value Special Rules
armies, but Boromite Guilds will take up weapon Effective Long Extreme
arms to defend their own, and sometimes
to take what they believe belongs to them. • HAND WEAPONS
The Boromites make use of weapons Lectro Lash Hand-to-hand only 1 3 attacks
adapted from their work tools. Most
Tractor Maul Hand-to-hand only 2 2 attacks
notably the Mass Compactor – a short
ranged compression weapon (minimum Lavamite Spit Point blank shooting only 2
10” range does not apply to this weapon),
the Frag Borer – an especially powerful but • STANDARD WEAPONS
short ranged version of the Fractal Cannon, Mass 10 20 30 3/2/1 Compression
the Tractor Maul, a development of a Compactor weapon, No cover
sampler tool that is extremely effective in
hand-to-hand fighting, and the Lectro-
• SUPPORT WEAPONS
Lash primarily used for disciplining the
savage Lavamite ‘Rock Dog’ creatures that Frag Borer 20 30 60 3 (+1 max 10) Fractal weapon
Boromites use to search out ores.
• HEAVY WEAPON
Lavamites. Lavamites are living creatures
but they are fitted with implants that allow Heavy Frag
the Boromites to direct them in a drone- Borer 20 30 60 6 (+1 max 10) Fractal weapon
like manner – they are used in mining
operations to explore for minerals. Their
natural ability to tunnel through solid rock
in search of the ores upon which they feed makes them useful to the Boromites. By using Lavamites instead of more sophisticated
drones the Boromites can also keep many of their less savoury operations secret from the IMTel of others.
Lavamites are members of their unit and have their own stats. Their chief
value is as assault units – because Lavamites are ferocious and extremely
dangerous – at least they are when goaded by Boromite implants! If their
handler is killed they can still function as a unit – but their low command
stat will tend to tell against them. Lavamites have an accuracy value –
this is used to spit molten lava – which they can point blank fire during an
assault. They cannot otherwise shoot. Lava spits have +2 strike value – as
per Lavamite hand-to-hand attacks. Note that spits don't get the +1 Acc
bonus for hand-weapons at short range - we treat spits as a standard
weapon in this respect.
Sample Armies 45
CONCORD STRIKE FORCE
A concord strike force is made up of C3 Strike Troopers – the best armed, equipped and trained solders in the entire Concord.
They are ably supported by buddy drones and drone mounted heavy weaponry.
Note that the Concord and Isorian strike forces are effectively mirrors of each other – and this is entirely deliberate: both are
similarly organised and equipped, and the two are intended to form a close match.
4 x C3 STRIKE SQUADS
C3 Strike Squad Ag Acc Str Res Init Co Special
1 x Strike Leader: plasma carbine, X-sling and HL armour. 5 5 5 5 7 8 Leader
4 x Strike Trooper: plasma carbine and HL Armour 5 5 5 5 7 8 -
1 x Spotter Drone - - - - - - -
4 x TARGETER PROBES
Targeter Probe Ag Acc Str Res Init Co Special
1 x Targeter Probe - - - 5 - 10 -
1 x C3 COMMAND TEAM
C3 Command Team Ag Acc Str Res Init Co Special
1 x Strike Commander: plasma carbine, Command,
X-sling and HL armour. 5 6 5 5 7 9 Action, Leader 2
2 x C3 Strike Trooper: plasma carbine and HL Armour 5 6 5 5 7 8
1 x Spotter Drone - - - - - -
1 x C3 SQUAD
C3 Strike Squad Ag Acc Str Res Init Co Special
1 x Strike Leader: plasma carbine, X-sling and HL armour. 5 5 5 5 7 8 Leader
4 x Strike Trooper: plasma carbine and HL Armour 5 5 5 5 7 8
1 x Spotter Drone - - - - - -
Sample Armies 47
ISORIAN SHARD STRIKE FORCE
An Isorian Shard Strike Force comprises Senatex Phase troopers armed with distinctive Isorian bio-tech equipment. These
are the elite strike units of the Isorian Shard and man-for-man a match for the best troops in the Concord. They are
supported by buddy drones and drone mounted heavy weaponry.
Note that the Concord and Isorian strike forces are effectively mirrors of each other – and this is entirely deliberate: both are
similarly organised and equipped, and the two are intended to form a close match. We have not included an Isorian task
force as a separate example, but one might easily be constructed by replacing the C3 strike units in the Concord force with
equivalent Senatex units from this one.
4 x SENATEX SQUADS
Senatex Squad Ag Acc Str Res Init Co Special
1 x Senatex Leader: plasma carbine,
X-sling and phase armour 5 5 5 5 7 8 Leader
4 x Senatex Trooper: plasma carbine and phase armour 5 5 5 5 7 8 -
1 x Spotter Drone - - - - - - -
4 x TARGETER PROBES
Targeter Probe Ag Acc Str Res Init Co Special
1 x Targeter Probe - - - 5 - 10 -
Triggers
REACTIONS • One or more pins per model
Go Down Auto when shot at (Fire or Advance) Down order when shot at and hit.
Stand and Shoot vs Run when assaulted Fire order • Suffers half own number of
Escape vs Run when assaulted Run order casualties from shooting
Firefight vs Fire at up to 20” Fire order • Defeated or draw in
Dash to Cover vs Fire at more than 20” (not-OH) Run order hand-to-hand fighting
Ambush vs Advance or run Fire/Ambush
DISPUTED GROUND
Opposing forces advance against each indicate the area described). Terrain table edge. The unit has to be placed on
other in an attempt to take control of the areas must be placed at least 5" apart and the table in its entirety and in formation.
local area. Each side must try to capture at least 5" from any table edge – this is to His opponent then places one of his units,
the battlefield and destroy the enemy. ensure the terrain is spread about a bit. and then players alternate placing units
until both side’s forces are on the table.
If you wish you can set the terrain up in a
Preparing to play mutually agreeable manner, but the If a player’s force includes targeter
The table is imagined to be 6 feet across recommended method is to take it in probes then all the targeter probes are
its long edges and 4 feet across the short turns placing one piece of terrain at a placed along the table edge at the same
or ‘side’ edges. Players are welcome to time (roll a dice to decide who goes first). time and count as one ‘pick’. However, it
play on tables of any size they want, and Once all the terrain has been placed roll is not necessary to deploy targeter
are encouraged to do so, but for randomly to decide which player starts probes in formation, just place them
purposes of explaining how this scenario from which long edge. You can just pick where you want within 5" of the table
works we’ll go with our standard six by an edge if you prefer, but rolling edge.
four table. randomly is a good way of encouraging
This game pitches two forces against the players to build the battlefield in as
each other, and we’d suggest players even-handed way as possible.
None know what lies beyond the
choose two forces from the sample Once you have figured out which player gates of Antares: past, present and
armies section, reducing the number of starts from which long table edge, each future: the beginning of all things,
infantry squads by half (rounding up if player rolls a dice and the highest scorer and the end of everything.
necessary) and dropping any one support places one of his units within 5" of his
weapon team. No buddy drones (e.g.
spotters) are used in this scenario, and
the number of targeter probes is reduced
to 2 where available. This is just to make
the game more manageable for
inexperienced players. By all means add
more troops, drones and probes to both
sides once player are familiar with the
basic rules of the game.
You will need at least eight terrain pieces
– but these can be very simple, rocks out
of the garden or patches of rubble made
from gravel chips, for example. We would
suggest each piece of terrain covers an
area between 4" and 6" square. Set up
the table with the terrain features
arranged around the centre of the
battlefield, leaving a square area 15" x 15"
in the middle (see set-up diagram). Mark
the corners of this square using small
pieces of incidental scenery such as small
rocks or a clump of vegetation (these Table set up – with terrain arranged in a typical manner and a clear area in the middle of the table. To
play no part in the game other than to start the game the players deploy their units into the opposing set up areas along the long table edges.
Scenario 51
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